Files
UnrealEngineUWP/Engine/Source/Programs/Shared/EpicGames.Perforce.Native/Makefile
Ben Marsh 2897458ba4 Horde: Fix corrupt data in native Perforce library when server returns gzipped streams.
- Implementation of this logic exists within the p4 library, but is required to be reimplemented by any custom filesystem implementations.
- Add header for gzip.h utility class used by regular implementation so we can duplicate the logic for our overriden impl.
- Move output folder for compiled binaries under Engine/Binaries.

#preflight none

[CL 19309319 by Ben Marsh in ue5-main branch]
2022-03-08 15:14:22 -05:00

26 lines
764 B
Makefile

# EpicGames.Perforce.Native
OBJDIR=obj/linux-x64/Release
OUTDIR=../../../../Binaries/DotNET/EpicGames.Perforce.Native/linux-x64/Release
CXXFLAGS=-fPIC -std=c++14 -O1 -I../../../ThirdParty/Perforce/p4api-2018.1/Include/Linux/p4
LIBPATH=../../../ThirdParty/Perforce/p4api-2018.1/Lib/Linux
LIBS=$(LIBPATH)/libclient.a $(LIBPATH)/librpc.a $(LIBPATH)/libsupp.a -lssl -lcrypto -lpthread -ldl -lstdc++ -L../../../ThirdParty/OpenSSL/1.1.1c/lib/Unix/x86_64-unknown-linux-gnu
all: clean build
build: $(OBJDIR)/Client.o
mkdir -p $(OUTDIR)/
$(CC) $(LDFLAGS) -shared -o $(OUTDIR)/EpicGames.Perforce.Native.so $^ $(LIBS)
clean:
rm -rf $(OBJDIR)/
rm -rf $(OUTDIR)/
$(OBJDIR):
mkdir -p $(OBJDIR)
$(OBJDIR)/%.o: %.cpp | $(OBJDIR)
$(CC) $(CXXFLAGS) -c -o $@ $<